/Engine/Source/Runtime/MeshConversionEngineTypes/Public/IndexedMeshToDynamicMesh.h
Convert rendering buffer data (fromFStaticMeshLODResources) to a DynamicMesh3. The output FDynamicMesh3 attribute set will have as many UV channels as found in VertexData, as well as overlay Tangents enabled/copied, and MaterialID set.
namespace UE { namespace Conversion { void UE::Conversion::RenderBuffersToDynamicMesh ( const [FStaticMeshVertexBuffers](API\Runtime\Engine\FStaticMeshVertexBuffers) & VertexData, const [FRawStaticIndexBuffer](API\Runtime\Engine\FRawStaticIndexBuffer) & IndexData, const [FStaticMeshSectionArray](API\Runtime\Engine\FStaticMeshSectionArray) & SectionData, [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & MeshOut, bool bAttemptToWeldSeams ) } }